Page 131 - Tales from the Yawning Portal
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CHAPTER 5  I DEAD  IN THAY


                                                                                                               A non-undead creature that touches a pillar takes 5
                                                                                                               passes through) the pillar gains 5 temporary hit points.
                                                                                                               necromancy magic. An undead creature that touches (or
                                                            state of intense focus.
                                                                                                              PiJJars of  Shadow. The pillars here are imbued with
                                                            pillars, their seemingly dead eyes open wide as if in  a
                                                                                                               have appeared. The undead don't leave the room.
                                                            manacles fastened to it. Thayans hang from  four of the
                                                                                                               other pillar each round thereafter, until eight undead
                                                            pillars that support the ceiling has a set of  chains and
                                                                                                               opened in this area. Another wraith emerges from an-
                                                            sense of a monastic sanctuary. Each of the glowing silver
                                                                                                               into a wraith after a door other than a secret door is
                                                            Doors surround a central courtyard here, creating the
                                                                                                              Creatures. Shadows swirling around a pillar coalesce
                 l
                                                                                                               character can ignore the effect for 10 minutes.
                                                                                                               check or Charisma check. On a successful check, the
                                                             29.  CONDITIONING COURT
                                                                                                               character can take an action to make a DC 14 Wisdom
                                                                                                               attack rolls, Strength checks, and Dexterity checks. A
                                                             ence to create zealous followers.
                                                                                                               that hear it. Such creatures have disadvantage on melee
                                                             The Red Wizards use the magic of the Hall of Obedi-
                                                                                                               that has unnerving effects on non-undead creatures
                                                             HALL OF  OBEDIENCE
                                                                                                             Wailing. Pervading the chamber is a horrid wailing
                                                                                                               level or higher.
                                                              with the Hall of Necromancy.
                                                                                                               room radiates only dim light unless it is a spell of 3rd
                                                             and the other is in the eastern corridor that connects
                                                                                                               area. Any light source brought into or created in the
                                                             in the south passage that leads to the Hall of Obedience,
                                                                                                              Light. Dim light radiates from the pillars and fills the
                                                            White Gates. Two white gates adjoin area 28. One is
                                                             can use an action to pull a victim free.
                                                                                                              four-armed  gargoyles shrouded in  darkness.
                                                             an action to escape the pillar's hold, or another creature
                                                             a successful DC 15 Strength check, a creature can use
                                                                                                              air like smoke. Alcoves around the room hold statues of
                                                             the damage until the creature finishes a long rest. With
                                                                                                              rise to the ceiling, each exuding shadow that twists in  the
                                                             have its hit point maximum reduced by the amount of
                                                                                                              chamber, echoing from  black marble walls.  Dark pillars
                                                              tion saving throw or take 5 (ldlO) necrotic damage and
                                                                                                              A wailing howl erupts from  the shadows of this dim
                                                              drained of blood and must succeed on a DC 15 Constitu-
                                                             the start of each of its turns, the restrained creature is
                                                              pillar becomes stuck, and the creature is restrained. At
                                                                                                               closer to the doors.
                                                              touches a pillar, the part of its body that touched the
                                                                                                               moaning that rises in intensity as the creature moves
                                                            PilJars of  Blood. If  a living humanoid creature
                                                                                                               A creature near the doors into this area hears a faint
                                                              until eight of the creatures have manifested.
                                                                                                               27.  TEMPLE  OF SHADOW
                                                              another such door is opened. This process continues
                                                              in this area. Another vampiric mist appears whenever
                                                                                                               Dark Gardens.
                                                              pendix B) after a door other than a secret door is opened
                                                                                                               gate is in the eastern passage between this area and the
                                                              pillars coalesces into a pair of vampiric mists (see ap-
                                                                                                               north that connects with the Hatchery. Another white
                                                            Creatures. The vapor swirling around two of the
                                                                                                              White Gates. A white gate lies in the corridor to the
                                                              ing throw or fall prone.
                                                                                                               gargoyles can't be permanently slain.
                                                              normal speed must succeed on a DC 10 Dexterity sav-
                                                                                                              Dungeon State. The nature of this area means the
                                                              that moves across the ground at greater than half its
                                                                                                               escapes the Doomvault and joins Syranna's forces.
                                                            Blood. Due to the slick blood on the floor, a creature
                                                                                                               he is given a glyph key and taken to the black gate, he
                                                              and fills the area.
                                                                                                               of NPr.rnm:inr.y. HP knows nothing :iho11t thi. s  zonP.. Tf
                                                            Light. Dim, blood-red light radiates from the pillars
                                                                                                               with descriptions of the Hall of Obedience and the Hall
                                                                                                              If  assisted, Vorja can reveal one piece of lore along
                                                                                                               is tenuous.
                                                            stand in  alcoves around the chamber.
                                                                                                               Vorja is in no condition to fight, and his loyalty to Thay
                                                            gargoyles, each with  mouths and claws dripping blood,
                                                                                                               He has only 1 hit point unless healing magic was used.
                                                            pillars that give off wispy vapors. Statues of  four-armed
                                                                                                               (Medicine) check to bring him back to consciousness.
                                                                                                               It takes healing magic or a successful DC 15 Wisdom
                                                            spread across the floor around several dimly glowing red
                                                                                                               goyles but became stabilized after being left for dead.
                                                            this chamber of dark red  marble. Pools of blood are
                                                                                                               Red Wizard sent here to face execution, fell to the gar-
                                                            The coppery scent of blood hangs heavy in  the air in
                                                                                                               room, is the red-robed form of a male human. Vorja, a
                                                                                                               where the characters see it only after entering the
                                                                                                              Body. Sprawled in front of one alcove, in a location
                                                              28. TEMPLE  OF BLOOD
                                                                                                               even if no one is present.
                                                              black gate.
                                                                                                               spontaneously once an hour, replenishing the gargoyles
                                                            Contact Stone. A contact stone is on the wall near the
                                                                                                               statue appears in an empty alcove. This light pulses
                                                              contains a black gate.
                                                                                                               gargoyle disappears when the light pulses, and a new
                                                                                                               that creature gains 5 temporary hit points. Any slain
                                                            Black Gate. The space beyond the western false door
                                                              creature can take this damage only once per turn.
                                                                                                               creature touches a pillar, the room pulses with light, and
                                                              (ldlO) necrotic damage and 5 (ldlO) cold damage. A
                                                                                                               prolong the torment of those trapped here. When a
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